Been There, Done That & Will do it again…except maybe world completion.
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*Dungeons * pay 35-1.55 gold depending on the paths with a 5 gold/8 paths bonus.
If you would do the classic Night run
In the end netting you 1 gold 26/path which is roughly equivalent to the old situation, at least for the basic paths, so in the end ~10 gold in 60-90 minutes
200 tokens pay for an exotic from the vendor whcih can give mats and ecto.
Also gives acces to some runes not otherwise available unless MF gambling…
For Fractals you can do 3 times t4 gaining you a good amount of fractal encryptions and keys. netting you 8-18 gold. also gives possible ascneded boxes, in ~ 45-60 minutes
SW / SW CF is mostly dependant on the speed of the group I tend to get 10-30 gold/hour provided I have tokens and gear… I’m tempted to salvaging a lot for lower tier mats (use a lower level opener) though and this tends to raise my income.
node farming well… tends to depend a lot on the mats you’re after…. I get good money from some node farming… you should know rich nodes and node clusters and having a decent set of tools/ perma tools makes for faster mining.
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I think the scaling system prevents a lot of things.
It prevents wannabee god players, and If you really need this feeling I’d suggest go kill some lvl 2-4 mobs
It prevents content being unplayable & griefing (due to wannabee god players killing everything preventing levelling, and thus griefing low levels)
It prevents content being underleveled and thus uninteresting to high level play
ers and this also allows varying levels of players doing content together
It prevents 75% of present tyria becoming useless at the moment you hit lvl 80 and therefore you have more content.
The reason you get hit harder is cause -all stats are scaled-. This also means if you have a full zerk character you still hit way harder but your vitality and thus healthpool and toughness will be relatively lower when downscaled compared to on level characters. you should be running celestial for a normal downscale I guess…
IMHO keeping the below 80 area’s playable is a very good thing in this game…. and it makes the experience last longer, and remember you’ll be a lvl 80 with all traits and skills unlocked, max food, and max gear, though your returns might be a bit lower your capabilities are way broader.
As such I think its more a reason to say Gw2 succeeded, then gw2 failing. It mostly shows some players not understanding the scaling concept fully. Wich is IMHO their loss.
the 2 digits are taken into account, this was the reason why they were added as rounded figures often gave discrepancies, the screen used to only provid whole numbers until pl asked for a change, most ppl asked for a 1 decimal behind the comma and we got 2, no complaints there…
Well looking back at classes I found
- warrior easy to level (facetank the world) healing signet, YOLO! Last long the once
- ranger easy to level (LB & Pet) (well as long as you do not move in to eat the blows you’ll kill anything. the only real probelm is your standoff doesn’t work in instances…
the infamous longbow camping bear wielding ranger is not a welcome sight, well most of the times)
- necro pretty easy to level (MM build) your private army!
- guardian okay to level (depends most on DPS (power) or support build… (healing/toughnes) support tends to be slow and thus it feels slow, you never die but slow…)
- thief okay to level (sword/pistol and pistol/pistol is pretty easy.)
- elementalist a bit difficult to level
(yes you get squished now and then, which is mostly dumb positioning, ele’s are no warriors, or necros or other melee characters… even with dagger they should not be closest…)
- mesmer a bit difficult to level, my condi build
(the plain rabid) was way easer then the 2 dps builds I levelled, you also have a private army but it tends to shatter at inopportune moments
As for the 2 missing ones:
- engineer a pain, and I didn’t click with the proffesion, my engineer is my ring collector.
Just do not have the feel, scrapper felt unwieldy and awkward.
- revenant probably the most boring to level. Have not found any joy in it, he will collect rings as well in the (near?) future. Spamming 1,1,1,1,1,1,1,1,1,1 with the facet of nature, fury and regen is not my cup of tea. Didn’t like the proffesion mechanics.
And levelling isn’t a real problem…
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Does lifesteal scale only of healing for the healing part? And if so by how much?
I have seen damage from lifesteal has mostly been…. normalized, but dmg and the heals from the ability have never connected. The amount being stolen isn’t the amount being healed, and the amount stolen should scale of power and the amount healed should scale of healing as they seem the relevant base stats.
This was only partially so…. until now I hope. some skills did scale, some did not. and if they did scale muliplier were quite low.
Any “normalisation” should have fixed both the dmg and actual healing now. and I have no oversight regarding changes.
So I have a couple of questions:
If No:
Possible affected Life Stealing/Siphoning related skills, gear and traits:
(Foods not added as I’m mostly concerned with the skills, gear and traits)
Skills
Gear
Traits
TL;DR:
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+1 for Patch, Well done A-Net
when in need of fast xp use:
for +300-350% added XP when killing stuff….
the combination willlower actual killing time by a very substantial amount
I played WvW? No not really… at least not lately.
I used to be officer in a SFR WvW guild ~2 yrs back though, but I moved to AG with my WvW guild, then a group split off and I was asked to be co leader in a freshly started PvX/WvW guild whcih I’m still…
Running speeds:
All speeds are capped at 33% OOC, only the biggest modifier is used, doesn’t stack
Speed Buffs:
Negative modifiers:
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magitech armor and aetherblade wweapons??
no more stability, protection, regen, retaliation, fury & might
lolz…. you would be destroyed if you are glass depending on boons to stay alive… well you might be, at least at some bosses, maybe in PvE… Well tbh… no actual probelms there…. except no DPS buffs making kills 25-40% slower (depends on PS-EA and chrono?) for the duration of the condition.
But… I rarely see any enemies with boons… except in certain fractals.. (say 40-50 and 80-90?) so why would I use it myself in PvE?
But in WvW I can see a dedicated necro-epidemic army destroying all boons when enemies are starting the push in this way, not removing/corrupting 1 condition at a time but just negating everything AoE… It would be -ownage on a rediculous level-… instaGIB for a zerg… Enemy ppl stack might, revs, facet of nature regen and fury, stability up and have full boonnegation: SPLUT! Bye zerg….
Cause of a dozen necro’s on the otherside, add some Null field Mesmers and the carnage would be complete… the melee group of the defence would be able to perma CC the group and stomp all….. even if it would only be seconds…
Destroying all boons even temporary would be so OP… in WvW….
I was thinking and what about a dedicated combo? AOE boon negation, blast,blast,blaast,blast….?
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While OP says no trinity is in place I tend to disagree with him… and agree as well…
We have healers, we have had healers for quite some time.
“We have no tanks, bunkers yes, but no real tanks”.
Difference being you cannot keep yourself alive factanking everything (or can we?)
But these builds are no real trinity. Trinities are often more fixed roles and these are more builds then a dedicated role. As such I prefer this system as it allows my character -to be everything- provided the character is flexible enough by just swapping builds. in 2 cases you could be all at the same time…(celestial ele, celestial engineer, and if you would be mad enough celestail guardian and druid as well)
I’ll try my best at a solution without a new stat; I haven’t read the thread, cause I’m a bit pressed for time, so I hope I do not waste your time in the process..
The wonderful thing about your comparison is you made my point for me. In order for me to even compare the two I have to ask you questions about the first, but not the second, because armor class (heavy, medium, and light), toughness, and damage reduction capabilities whether driven by traits or through the boon Protection all effect the lightning strikes but none of them effect the condition damage.
A heavily armored warrior may not even need to block depending on the build and boons. Then considering active defenses comes in and we have Endure Pain which allows conditions and CC through but no damage and then we get to the list of mitigating effects, one of which is food, which also doesn’t work against conditions.
So your 60,000 damage salvo presumes some value of armor and toughness, can be passively mitigated through traits depending on class and food, and honestly has an entire weapon (shield) dedicated to mitigation but almost every class has multiple access to blocks but not resistance.
The point, simply put, is that while every class has a decent amount in their pocket
against this 60,000 not every class has easy or reliable access to the same for the 30,000. This means that condition pressure, that is condition damage that can be applied over and over very rapidly (auto-attacks with quickness, for instance, or just really rapid auto-chains) is of greater effectiveness than power pressure at the moment.
Protection mitigates 33% of the dmg (say you’ve got 40k left now)
Full toughness mitigates about 40% of the dmg (say you’ve got 24K left if you also have protection up)
Invulnerability negates ALL DPS.
But IF you act like most ppl do with conditions: not bringing ANY countermeasures you’ll eat 60K dmg Which is what happens to most ppl showing they cannot extend their vision or creativity in builds past the Metabattle max DPS builds.
Resistance will negate ALL DOT being invulnerability to condition ticks, the conditions will remain however, and can be stacked even higher..
Cleanses will clean stacks and there are plenty of builds with acces to 5+ condi cleanses in quick succession. extremes are shout heal warriors (7 cleanses with WH) or shout cleansing guardians (well start at 10 cleanses based solely on shouts) both useable within seconds if needed. Both will have innate regen as well. other classes with shouts are Elementalist, ranger, necromancer, though these 3 will have acces to pleanty of other cleaning as well…
Expertise is nice, but to get what you want 1 thing should be changed.
I will write it down.
Now condition duration and condition reduction work on the final result like this:
no buff:
(100% (base) – 45% (reduction) =55%
full buff:
(100% (base) + 100% (expertise and buff)) – 45% (reduction) = 155%
I can see the unfairness in this.
I’d suggest it would be changed like this
no buff
(100% (base) – 45% (reduction) =55%
full buff:
(100% (base) – 45% (reduction)) * 1+ 100% (expertise and buff) = 110%
this is how it should be IMHO. and it would render all builds with high toughness and high condition reduction -mostly- invulnerable to ANY dmg. and would create a build set which would Never Die provided it had regen and or regeneration… corrupting all balance in affected game area’s. (read WvW and PvE)
As for PvP (no food) reduction from runes
No buffs:
100% (base) – 25%(reduction) =75%
Full buffs
(expertise only)
100%(base) -25% (reduction) * 1+ 37.33/100 =~103%
(expertise and malice)
100%(base) -25% (reduction) * 1+ 47.33/100 = 110.5%
(nightmare rune, expertise and malice)
100%(base) -25% (reduction) * 1+ 62,33/100 (expertise+buff) = 121.75%
(balthazar rune, expertise and malice)
100%(base) -25% (reduction) * 1+ 92,33% (expertise+buff) = 144.25%
Well that’s my solution, but it comes at a consideration.
1st It will be the true introduction of the TRUE BUNKER, giving the present HEALER, CONDI/DPS-Hybrid meta a push towards the The Holy Trinity…
2nd to compensate for lost DOT and therefore DMG output and the consequest nerfing of ALL pure condition builds, and the introduction of Both condition and dmg resistant Bunkers I’d suggest:
So the meta will no longer be DPS (not functional vs true bunkers anyways) or Condi (nerfed to death now), but to Hybrid or Bunker and/or Healer (which is a trend which is obviously gaining popularity anyways) setting the structure in line with the Holy Trinity.
TL;DR
Changing the order of the application of conditin reduction from
old: (Base + Duration – Reduction)
e.g.( 100 % + 100 % – 45 = 155 )
to
new: (Base-Reduction) * (1 + ( Duration / 100 ))
e.g. (100 % – 45 % ) * 1+ (100 % / 100) =110%
would improve condition reduction a lot.
The loss of significant power from conditions would mean bunkers would gain a lot of viability, and the windows where condition builds would shine (killing of (semi)-bunker(s)) would be lost resulting in the introduction of a Hybrid(power/condi) vs Heal vs Bunker group (Holy Trinity). where I can foresee possibilities already for Bunkers with extreme Toughness, -45% condition reduction , Heal and condition dmg being unkillable.
I think ppl should consider the ramifications and consequences in the long run of such an overhaul well before saying :" YES! This is it!"
We’ll be fighting destroyers one day, they are burners… Imagine 5 stacks of burning on hit? And 10 on crit? Do you like that? and if tehre are 2 or 15 (think dragons stand with only Burns… (yes 1 condition clear would solve big problems,…. but 20+ burning will kill you before you can use it again!)
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9 seconds is relatively fast cause you do not consider ramp-up-time iun your story,
If you look at DPS builds in 9 seconds: My staff ele will hit for
Lightning storm dmg is about 400-450/hit or crits 1000-1200 /hit 36 hits ~10sec
f3 (overload air) is about 1000-1200/hit or 2400 on crit 17 hits ~4sec
~1750-4k on fireball with might and fury, each hit, and on
MS dmg is around 2800-3300 or crits: 7500-8250 dmg/hit….24 times,
with 70+% crit chance
1st second (lightning storm)
2nd second(overload air) 450-1100-1100-1000
3rd second ->fire (MS cast starts) 450-1100-1100-1000-2000-2200
4th second (MS channel) 450-1000-1100-2000-2200-1000
5th second (MS channel) 450-1000-1100-2000-2200-1000
6th second (MS channel ends) 450-1000-1100-2000-2200-1000-3750-8000
7th second (F3 ends) fireball auto 450-1000-1100-3750-8000-8000-8000-8000-3750
8th second 450-1000-1100-3750-8000-8000-8000-3750-8000-4000
9th second 450-1000-1100-3750-8000-8000-8000-8000-4000
(MS continues for another second, you’ll revert to auto afterwards, in 10 seconds the MS is recharged as will be the overload air if you want to switch back)
Total dmg cause of AoE’s I expect ~33% to hit
burst till 10th seocnd is about 180000 dmg, if 33% hits total dmg is about 60k dmg.
When looking at CONDITIONS
My scepter/dagger necro can do skill 2, skill 5, skill 4 ,skill 3, corrosive PC, DS,#4,#3,#3 then autoattack:
1st second grasping dead 3 bleeds, cripple
(3 bleeds, cripple) _> 480 dmg
(both cleansed by generosity and purity of you’d carry both)
2nd second enfeebling blood 2 bleeds, weakness
(5 bleeds, cripple, weakness) 600 dmg
3rd second deathly swarm blindness, chill
(5 bleeds, cripple <weakness, chill) 1400 dmg
4th second Feast of corruption 6 torment
(5 bleeds, cripple, weakness,chill, 6 torment 2100 dmg
5th second Corrosive poison cloud 4 poison
(5 bleeds, cripple, weakness, chill , 6 torment, 4 poison) 2740 mg
6th second reaper shroud: Soulspiral (4) 3 poison and poison bolts from whirl (+6 poison)
(5 bleeds, cripple, weakness,chill, 6 torment, 14 poison) 4300 dmg
7th second infusing terror (3), again(3) chill and terror
(5 bleeds, cripple, weakness, 6 torment, 24 poison, chill, terror 7100 dmg
8th second leave DS. (epidemic?). or auto…
(8 bleeds, cripple, weakness, 6 torment, 18 poison, chill, terror) ~6500 dmg
9th second auto
(11 bleeds, cripple, weakness, 6 torment, 12 poison, chill) ~5700 dmg
again 1st 2 conditions cleansed by generosity, you could have cleaned more yourself.
making all effort till now useless from the condition user… and requiring a a re-ramp up and mitigating dmg output, by a LOT!
But this is armor ingnoring… total dmg for 9 seconds…: ~30-35k dmg with a viper build these 10 attacks will likely do another 5-10k DPS dmg… (doubtfull though)
DMG will improve, but you can use condition removals and so on. to clean stacks and return conditions, I’d probably try to send ’m back again, but….
For me :
Burst on DPS is double the burst on conditions.
The condition build is mostly limited targets. scepter is still 1 target, when the necro is done with his burst it’s 1 target for the better part of his procs, to spread the necro can revert to epidemic, whcih is relatively unique (only revenant has a comparable mechanic) only a few condition builds are truly AOE (engineer for example, or burn warrior or guardian the latter 2 limited by the amount of conditions.)
regarding cleansing, the less conditions a build does the easier it is to beat using countermeasures.
Amounts of DIFFERENT conditions: (dmg from bleed, poison, torment, burning,confusion, (terror/chill))
Engineer has acces to many conditions (5(?))
(can stack huge amounts of bleeds, chill, poison, burning, confusion, don’t know about torment)
necro has acces to many conditions (7)
(necro: okay application can use conditions of others, can send conditions, 2 optional dmg-ing conditions are non stackable (terror and chill)!)
Mesmer has acces to many conditions (5+)
(mesmer: xtremely short duration extremely fast application, mostly 1 target)
ranger has acces to many conditions (5+)
(ranger: conditions of choice via pet, Many AOE’s)
revenant has acces to agood deal of conditions (3-5)
thief has acces to a a okay array of conditions (4)
(thief: mostly situational and conditional application.
warrior has access to a limited array of conditions (2 or 3)
(warrior: reliant on burning and bleeding, acces to torment in exchange of several stacks of burning)
guardian is hampered by using only 1 condition.
(guardian fully reliant on burning, making it ineffective vs destroyers )
The DPS builds uses all wide area AOE’s… whgen done with the burst the autoattack still hits 3 ppl Mots DPS buiilds have cleaving autoatacks.
Both are ranged. You can instantly remove a lot of dmg from both (invulnerability,dodges protection aegis, blindness,reflects, dmg mitigating food and utility, toughness for the DPS)
(invulnerability,dodges,resistance, aegis, blindness,cleanses and duration removal runes/trinkets, sigils runes and so on. for the Conditions)
I think it’s mostly bal;anced but ytou do not want to commit to using cleanses and condiution countermeasures in your build. If you choose not to do so, it’s your problem you die from conditions. It feels the same for me like glass builds facetanking enemies without dodging or using other mitigations or heals.
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65% actually, with food and runes.
condition reduction foods only remove 20%
runes like melandru’s only remove 25%
-40% food is now -20%…
you can have:
These options should provide some acces to tactics.
Still think you do not have options?
You cannot be saying: Well…. I want a build unvulnerable to both conditions and dmg…. So I can pawn everything with no effort. It would create a bunker meta and a thus a slow slow meta… which seems not very interesting in a fast pace combat system.
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Anet has yet to prove that it’s capable of finishing ANYTHING they start working on. These are issues that are dragging on since release. So before moving on to another thing I suggest you turn around and take good look at what you terrible lack of consistency and discipline left in its wake. These are too big to be left in a state they are in right now!
1. Ascended crafting.
- No 500 jewelcrafting maybe introduce legendary trinkets…. the mats are already available in the storage, I’d see something costing vision crystal(s), amalgemated gemstones and xunlai electrum (likely a fusion of silver, gold, platinum and a basic mat made from a bronze and orichalcum and a gift made from a salvaged gift of exploration (gives 5 pieces to use in a jewel set) with 100 ecto, a +12 agony infusion and a gift of battle.
- No jewel socketing on ascended, of course (ascended Trinkets used to come with double stats 1 for the trinket 1 for the respective jewel)
- No 500 cook. Legendary food, chef of the stars?, I can see uses for this BUT food as is is already incredibly powerfull.. Should we add another stat (3 stat food) or should we add more of the 2 stats???
2. Still no sign of full core skill sets that were promised eons ago.
- Elementalist (conjure heal, arcane elite, signet elite)
- Warrior (banner heal, physical heal, Mending undefined, elite stance, elite shout)
- Ranger (signet heal, elite trap, elite signet)
- Necromancer (spectral heal, elite signet, elite well)
- Guardian (spirit weapon heal, consecration heal, Shelter undefined, elite spirit weapon, elite consecration)
- Thief (trap heal, elite signet, elite trap)
- Engineer (gadget heal, elite gadget)
- Mesmer (glamour heal, Ether Feast undefined, clone/phantasm heal, elite mantra, elite clone/phantasm)
well… agreeing on this fully, but we did get new skill sets, we’re justy lacking the -complete- basic sets…3. Everything related to underwater left in shambles
- No second Revenant underwater weapon.
- Ton of skills not working underwater across all classes
- discontinued production of underwater skins
well as targetting AOE fields underwater was difficuylt it was largely skipped, maybe they should have considered an orb-area of effect around the target for underwater spells… though traps would be a problem as the area of trigger would need to be an orb as well and no longer a point. Even though traps underwater exist (see mines in fractals, the quaggan paddle guild mission in frostgorge, mines in Orr (see waters near temple of Melandru)
As underwater seems less interesting obviously underwater legendaries and BL skins were discontinued…. there are legendary skins AND BL skins, thoug their value is often less then 1/5th of other skins! As such it’s evident underater fighting is less intersting, also the lack of builds and synergies for underwater fighting seem a problem and are asking for a rework… to have only a crippled build to use underwater is no fun. (now try and find builds which synergize both above and below the water…
4. Legendary weapons dropped
yes… A shame, but I prefer content over skins. simply said I prefer content over everything. and whenever there appear new skins:
- preferably skins available through content (LS/events),
- preferably no reskins for content not related to previous content,
- then skins with attached collections,
- then content locked skins ( precursors/legendaries, boss drops, preferably also buyable with tokens (or collections) so content will guarantee drops after say 25-50 tries)
- then basic skins not through content
- and last skins behind pay walls (BLTP and Outfits) even though they are nice I’ll never finish a BL collection, just because I will never get keys (well make that rarely)
5. LS season 1 still missing
well liviung story 12 isn’t missing, I played it, It’s not replayable, I would love to see some of this content reinstated. even if it was only temporary (return of the toxic tower and the dungeon path, which was split in pieces or the return of the Zephyrites, or the aetherblades, the Marionette. and of course a reinstatement of the Queen’s Pavillion.6. SAB never going to get finished
It returned… I have no bond with SAB other then the players who like it. I’m glad ppl can replay the content. I’d prefer new Living story and maps over SAB world 3Probably I’m missing more stuff that’s just dropped unfinished into the game, but to me these are the biggest, most glaring issues that need to be addressed.
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optionals
if you do not have data regarding what to render… my best guess it’s still about how many ppl need to be fed data and the packaets grow larger with many ppl slowing the system
I can have 120+ FPS in the world,and whne in zergs I have 60 FPS, when the zerg meeets another zerg I notice slows in the game even when I cannot see ’m yet. when fighting begins the FPS drops like a brick.
This isn’t to do with the GPU load or the CPU load but solely with the engine only using 2-3 cores and the GPU not being used for all effects while needing to wait on info from the server. when the FPS drops I run 30-45% GPU at max settings 1920*1080 and 2 cpucores at 100% handing the game and 2 or 3 cpucores handing network and system at 15-55% the other 7 threads are just doing -nothing- (unless streaming or watching a vid, using my browser and so on)
limits seem the following:
if 1 person uses a skill this needs to be send to the server and the server informs a the person of the result.
if any other person uses a skill you will need info on this as well, he will need info on you as well… you and he send a packet and you both get both results 2 send 4 recieved in total
when soloing is simple 1 send, 1 recieved (movement, actions, dmg on target(s)); 1 receive total;
say you are with 5 ppl in a dungeon the amount of data will be 5 sending distibuted to all for 5: ppl reciving data on 5 ppl+targets (movement, actions, dmg on target(s)); 25 received in total
when fighting 80 vs 80 vs 80 you will recieve data on 240 ppl using actions and movement. those 239 other ppl will get this info as well
240 ppl sending, received data will be 240ppl recieving data on 240 ppl =57600 combined info packages send from the server (yes this could also be 240 individual packages but 240(+) times the length of a packlage but this number (57600) is mostly meant to show the volume). this also seems too slow the server down and slows my ability to build new frames…
this seems to be the overhead.
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Problems is what do -you- consider PvE builds?
I run zerker, viper or zealot on my builds and consider them PvE builds…
I actually have 2 characters with toughness and some trinkets in my bank for additional toughness as needed, but I allways get my armor and weapons for max dmg.
If an enemy does 3k dmg / attack and attacks every 5 seconds I gain more by killing him in 7 seconds (5k dmg suffered) then wearing toughness and killing him in 21 (20k dmg suffered, whcih will be donwscaled by max 40%-> 12k dmg)…
Mostly because I could kill 3 in the same times and still suffer the same dmg compared to the the toughness guy…
I do have 2 very tanky builds:
One is a (former) WvW hammer guardian I kept and gave a few pieces of minstrel (he was clerics/trooper w nomads jwls, now he’s Minstrel w clerics and monk runes with clerics jewels) ~3.3k armor and 14k health… ~1500-1680 healing 1740-1920 power…. Dmg is not so high but he will be facetanking high level fractal bosses (only 95 AR so don’t worry too much) without a problem… It takes forever though….
The other is a Sc/D condireaper with a terror build or as much as I could salvage It uses trailblazer with rabid. It has about the same armor as the other one…
Both are purely for fun, both have niche uses… for actual playing (speed)clearing and group play the zerk/zealot and viper’s builds are perfect,
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This has been mentioned a few times before. Multiple threads regarding this ubject have passed and faded away in the abyss of the forums forgotten pages ( well about 2+ and on).
General consensus was a well, might be usefull; BUT:
to prevent this from becoming gamebreaking:
If you want (ALL) Tyria legendaries this means you will need to complete MAP 10 times before you can start having major benefits of this map completion for Tyria
If you want (ALL) Maguuma legendaries this means you will need to complete MAP 5 times before you can start having major benefits for Maguuma
Memory exerpt as written down in many other threads.
I have 9 times map completion and all waypoints and heropoints unlocked on a further 8 characters. the last 3 characters have acces to all maps unlocked, and most vital WP’s.
In my expereince total unlcok of all wp’s takes ~20 (16-24) minutes/map if you use perma +25% speedboost and you’ll be able to get all HP’s in that timeframe as well.
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Maybe for every one like you there’s a 100 if not a 1000 players either not having gear or having combat skills down to a point where their game is viable for group play.
So I’ll just remember fractals lvl 80 dungeon.
Hardest PvE content is
getting decent synergizing groups, with no fakers, using corect specs and rotations and food
When you’ve managed it’s all faceroll afterwards
And as for actual content:
No I’m not a SOLO-er
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well I run a water elementalist as a secondary tempest as well, I choose for Zealot (Keepers) armor/weapons and either Clerics jewels or Zerk if needed….
It’s 800 heal/hit+1200-2200 dmg or 1200 heal/hit and 1000-1500 dmg for my build with zerk and clerics jewels. toughness is 1000 and 1426 respectively.
Healing power does influence things having 3200 or 4800 healing per hit is a big difference. (not counting soothing mist, regeneration through healing rain and aura’s, waterblasts and such.)
But I tend to agree Magi even though it is glass is a waste of slots… you would still like to invest in power and precision IMHO. I know Zealot isn’t godmode either but it will allow for good healing and good sustain… even though you could go 100% healspec.
As an owner of plenty of tools I’m inclined to disagree…
Still missing:
Chaos gloves (DYABLE!!!) , (karakltorrik)
Destroyer gauntlets (primordus?)
Glacial gauntlets (Jormag?)
Scar Pattern armor… (Skimpy? NO?? It covers the whole body) Just make it and I’ll buy it. YES ARMOR! not outfit….
And I tend to agree with the weapons posted above, but I’d like more Spears and halberds/scythes as well, Myabe with the upcoming patch (or maybe expansion) if we’re lucky.
But with all goes 1 remark: CONTENT first, rewards after content.
I miss my Ritualist. Oh wait, different definition of “outdated.”
Thanks god they’ll be back for the next expansion, with hammers and … ups big sorry
Well paragon (yeah really) , and dervish as well…
The NPE with the bought skills is gone. The 100+(or more) gld for a build is no more, The new system is a pretty big improvenet over the previous 2 systems and HoT introduced another specialisation.
While you might be right in the Story now no longer being as fun with the lvl 10,20,30 segmentation, I can live with it, thouh the original strory line and structure was better. I prefer new content over a 3rd remake of a storyline I did on 23 characters…
In the end some critical things including condition dmg were adressed.
Only old thing I can think of is objects in vanilla still being invulnerable to condi dmg…. thaty includes dungeons… Most notable for me is CoF 2 with the big rock….which is a pain to kill with a full condi group
For the rest, nice necro…. we will be moving on….
Hey everyone! As the title may suggest I’m a returning player and I have not played for 2 years. I quit right before the HoT update and I’m not just getting back into it.
Welcome backI don’t know where else to post this so sorry if its in the wrong place.
I’m happy to reply anywaysI only have a few questions actually.
Bring it on!Am I able to keep up from the Living World Developments? I’m a real fan of the whole History and Story development of GW2 (I’ve read the books. Loved them.)
Well after Living story 1, which was the scarlet period, we saw introduyction of LS S2 whcih is unlockable if you havent got it unlocked for 1600 gems (8 chapters times 200 gems), this is the introduction to a lot of the stroy now going on in HoT. If you have interest in the story I would suggest you buy it, It will bring you to the new maps from before HoT and will allow you to unlock styats found in those maps (the jewels anyways). These new maps are called Dry Top and Silverwastes. Silverwastes is the main farm map of the majority of players. It is an engaging map.Has the story for the main quest line and the Living World evolved so far out that I would be lost/clueless?
You would have some serious missing pieces… I’ll stop here, cause I do not want to spoil stuff. I would suggest you play LS S2 if you are into gw2 lore wise, S2 is better then HoT story lorewise and I even consider some of it nice replayable content for my alts.Has there been any major changes excluding HoT?
YES. condition dmg is now viable if not more potent then DPS in many situations. The cap iof conditions has been raised from 25 stacks to 1500, fire and poison have become stackable as well torment was introduced, as was resistance and taunt.
This is the biggest change by far, other than this condition dmg change, we have a new lions arch, new stats (Sinister, Nomads) new foods (mostly from LS S2, and unlockable in Silverwastes and Dry top), Ascneded gear has become very expensive, leather is now valuable. and much more…
New WVW borders(which genereally weren’t so well recieved tbh)
Updated fractals. Dungeons have seen a nerf in rewards and as a consequence most players used to run dungeons have fanned out to other places in the game (partially factals and partially the HoT RAIDS)How’s the WvW and the server population? Is it still poppin?
1st in the top 9 servers WvW is still good, though with a bit less ppl, in the next 9 numbers have gone down considerably, in the lower servers it’s pretty dead. EBG is generally still alive, borders are mostly dead below the 1st 9 servers. Dead since the introduction of the desert(ed) borderlands (= launch of HoT), Some changes were made to WvW and it is still playable though the mandatory WvW buffs are now linked to the guild hall. The guild hall is HoT content, but non_HoT owners can join a guild with an unlocked guild hall and gain benefits. Oh and Pirate Ship Meta…(mostly ranged bombs)Thats all for now really… I guess I have to patch the game now. SEE YA :P
Have Fun. (added comments in BOLD)
(edited by PaxTheGreatOne.9472)
I’m making more ascneded…. just because…..
I got 7 full armors (excludng breathers)
I got 4 partial armors
I got 80 ascended weapons
I got 22 ascended backpacks, 10 infused ones…
I got ~25 sets of asnceded trinkets…. no swapping required.
Now for full ASC…
(edited by PaxTheGreatOne.9472)
in Guild Wars 2: Heart of Thorns
Posted by: PaxTheGreatOne.9472
So yes… trying to get into a DS map with population.
Tried 12 times now, on 12 different periods this week alone… No luck…
I’m trying to unlock commanders stats. -Exotics- and I need 150 x2 tokens to do so. Even getting the tokens when the map is done is not guaranteed and I’m starting to get annoyed with the fact I cannot find a map. I try taxi’s, be in the map before reset and nothing happens…. All maps with 5 maybe 15 ppl…. The 1 decent active map is full before you can say “wtf?”
I wasted quite some playing time saying no to guildies for dungeon and fractal runs, just to be able to get in a map and it is wrecking my positive experience with gw2.
This map is to cumbersome, teh events will not function with 6 or 10 ppl in the map
, and yes, you can do your best to find the 6 hidden pods but I cannot be bothered anymore.
I have 173 laurels, just make ’m available from a specialized HoT laurel vendor. All HoT event maps are now a waste of time, well at least for me. The only 3 things worthwhile are raids, masteries and specialisations.
All collections are uncompletable due low amounts of ppl in new maps, except in primetime when I need to feed my children and put ‘m to bed. outside these time windows it’s a turning into a completely useless part of the game.
Change Copper Fed Salvage-O-Matic from 10% chance to recover upgrades to 0% chance to recover upgrades and then we have solved one of the biggest problems in the game.
Yes, let’s nerf a gemstore item for no apparent reason.
brilliant.
Well it used to be 0% in the past the 10% is a recentr “buff” and it’s a pain cause you bought the CFSoM to salvage whites, blues and greens in the 1st place anyways….
And it would be an upgrade IMHO not a nerf. you just think about it
Well when there was no ascended and most people could run dungeons in rares, due to ppl not having acces to exotics either by not having the crafting level or by just not having enough dungeon tokens the reason for “end-game level runes” was lower I remember running dungeons with 6 ruby orbs or 4 major sigil from 1 set and 2 jewels.
Then again this was in the 1st 3-6 months after the game launched… after 1 year I had most of my characters in exotics and was working to get rings If I recall correctly, and not the exotics but the newly launched ascendeds….
Still waiting for Ascneded upgrade components, and legendary tbh… then all major and minor runes and sigils could nbe vendor trash immediatley and I wouldn’t mind having them sold with the sell junk option either.
Tis was caused at least for the worst part by the Salvage Kit rework..
Changing the basic salvage kits (either teh 15 or 25 uses) and copper-fed from no chance to get upgrades to 10% causes junk sigils… Even though the reason why these specific salvage options were used in the first place was to avoid inventory clutter in the first place…
For everything we wanted to keep we used masters or better….
-Either they should give some doubloons and other usefull salvages from armor and weapons (jewels?) on gear, this will offset the tremendous load and following price spike. on jewels and doubloons lately…
or
-They should just return the salvage kits back to original form.-
Generally if it isn’t boken, don’t try to fix it…
Oh do not make titles in CAPS as devs either change them to normal characters or just delete the thread.
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the angle when sheathed should be juust 5 degrees up and a lot of problems would be fixed.
I’m pretty fine with the Meterologicus as a skin alone.
I like the animations though the night animatios were without the pink aura before and were more beautiful back then, I’m perfectly happy with it as is. maybe remove the pink/purple shine at night and I’m good.
I like this idea. And if need be just create a system with diminishing returns. Maybe increase the requirement by 10K per 10%. Example:
Luck % Requirement Per 1% Level
300 – 310 10,000
310 – 320 20,000
320 – 330 30,000
330 – 340 40,000
350 – 360 50,000
.
.
400 – 410 100,000
410 – 420 110,000
.
.
500 – 510 200,000
510 – 520 210,000
.
.
This allows people to continue to progress, acts as a sink for items and essences of luck, and if someone wants to grind they can but it will be costly. Sometimes its about the journey and not the destination.
well from ~215% you already are at 30k luck and it’s capped from there. Maybe they shoud just releas the cap and recalculate. I’d likely lose 10-15% maf, but the PPL at 300 would likely be set back to 260, and levels would rise till rediculous numbers. and end this uselss discussion once and for all.
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Just as a small note, the Spinal back has 4 final tier backs…
Only difference is the color: yellow, green blue and red. Maybe all could give acce to the unlockjed skin and they only need to make a dye slot for the glider.. (purple is missing) at least IMHO
But I’d like flapping butterfly wings as well.. and some others could easily made to gliders wwhcih would be good valuye for money…
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also do not sell legendaries and precursors through mail, if you only faintly know ppl. Ifg you get scammed you lose your precrursor legendary AND your cash. A-Net might be willing to punish the offender but not -EVER- return wealth lost in this manner.
1st CONDITION buids are now more then viable in PVE. stack caps have been raised from 25 to 1500… Condition duration food has been nerfed though +40% duration -> +20% duration
Suggestions:
The game is still relatively troll free. Noworries there.
(edited by PaxTheGreatOne.9472)
PLEASE MAKE IT SO!
This list has become very long an situational now….
Generally it isn’t a Build but a group whcih does dmg
Group 1:
2 compositions:
If you would compare the DPS output from 1 thief/ele from this first group to 1 thief/ele buffed by :
Group 2:
The Thief or Ele receiving this would be buffed so much…
It would likely AND probably do DOUBLE the dmg a thief or ele from goup 1 could do….
Now back to the first group:
The 1st ELE could use his party to get fury and might, as could the 5 thieves, they could stack stealing buffs buth would have
Understand these builds function with thier normal potency and could good dmg…
This shows DPS is mostly depenndant on the groups ability to synergize, not on the PURE DPS. whcih is mostly a useless statistic in this game nowadays.
Still Warrior with 4 ele’s remains the biggest ownage vs any target IMHO…. at least visually even with firedarts instead of fireballs. swapping 1 of those ele’s fo a chrono would aadd a new visual element and a lot of outgoing dmg….
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They’ll have to show I bought HoT for the right reasons first… still waiting for 13 legendaries, LS S3 and maybe part of 4, nice PvE events, and stuff other then raids, outfits, and the promise of revamped “improved” WvW…
I really hope we will see something usefull happening before and call is gives WELL HErés the next expansion… Unless the expansion is free for people who payed for Vanilla and HoTIn that case i do not care,
payed 74.99 for vanilla (6.5K hours) and 99.99 for HoT….(also some)
Hard is having enemies dodge all ranged attacks when you move into an area with your Scepter and Staff necro… Luckily reaper works. or others being in close combat.
Hi
I’m a reasonable experienced player (Male, age 41), at least for PvE (21 K AP).
Dungeons (master, not dungeoneer), Fractals (83…) Willing to use TS3. No experience with discord, but I’ll try it and likely live.
Looking For
a RAID guild willing to show me around raids,
a RAID guild willing to be flexible and accept me for who I am with my problems
(see below).
I am not specifically looking for an “ultra hardcore” group, as I cannot hold your ultra hardcore standards, I am thinking about 2-3 hour blocks maybe 1 or 2 times a week, but I’ll gladly take it one step at a time.
Available:
I could fit in some time during weekdays (mo,tu,thu,fri from ~20:30 CET – ~23:30CET) and maybe weekends with some prior notice.
My experience:
I have accumulated some tokens mostly from My training guild and my WvW guild setting foot in the Thicket to be kicked out by the Vale Guard, Best attempt 5% on Vale Guard. I have seen youtube vids of other bosses,
1 important thing
1 catch, I suffer from epilepsy and I sometimes “turn off” for a couple of seconds (absences). This happens frequently (say multiple dozens of times a day) and can be a huge problem from time to time, if trying to maintain location or doing stuff… (green circles for example) and this tends to manifest more when tired, I cannot sit for hours behind a screen, cause I will have more problems then just absences and other type’s of seizures (generalizing) partial-complex seizures and or tonic-clonic seizures) which can cause hospitalisation in bad cases…. at least for me.
This is something you get to deal with for free. I’ve been officer and co-leader in many guilds (and games) and most ppl never noticed anything, In my present guild I lead guild missions and am co-leader as well.
Gear and characters
Preferred characters:
I have 6 characters with full ascended armors/weapons/trinkets/backs:
A few partials: (also ascended weapons/trinkets/backs)
I have some other characters as well but they are Exotic armor only, with Ascended weapons and trinkets
Update
I now have a 7th character in full asc, a Assassin Chronomancer (chronomancer runes.) Zerker trinkets and weapons, Sword x2 (including 1 with superior rune of concentration, Shield, Focus, Greatsword.
(edited by PaxTheGreatOne.9472)
glad I mostly use power/ condition hybrids… In PvE you’ll not experience the item problem, youy’ll not do 3k-6k dmg / hit, but you will not be stuck at 350/hit either (1-1.5k is a reasonable improvement), and often skill 2 or 3 has a decent modifier on Condi weapons.
I have deleted 3 characters, but still retain 7 from 2012… my other 13 characters are a bit younger
Reasons why,
1st 2 cause they were Asura (an engineer and a DPS mesmer, I also had a condimesmer) and
2nd 1 ranger cause I had a druid/DPS build and a trapper and I couldn’t find a good reason to retain my 3rd ranger. The 2 asura slots became a new necro and a ranger, the ranger was deleted to make a thief
I later made a new mesmer and a new engineer. (HoT slots)
In the end the new engineer suffered the same fate as my also quite new revenant, they are both Ascneded ring storage Mules, the new mesmer became my chrono
Even though mules they have exotic armor and ascneded weapons, trinkets and backs…
With (spectral) Agony, which required your gear to be infused… Doesn’t that seem familiar somewhere?
in Guild Wars 2: Heart of Thorns
Posted by: PaxTheGreatOne.9472
I use 3 parts of minstrel ascneded armor on my clerics and mistrels guardian.
It synergizes nicely with runes of the monk and give me a bunker guard… With boutiful sharps and rice balls it’s really nice to use, I use a sigil of transferance, and a sigil of concentration would be nice, but its just completely and utterly unaffordable. If I could get one I’d make a armor for my chrono first..
If legendary armor isn’t raid bound, many raiders will probably stop raiding. So Anet is putting the time to make this content and people dont’ do them.
But if legendary armor is raid bound. You’ll have many angry players. Some even might be out for good as the OP is saying.
Then why raid at all, as the only reason to raid seems to be to get armor. The prestige is already ingame. you are 163, I’m 161.
If I read you correct.
Then again I am okay with my 6 , but nearly 10 characters in Ascneded equipment… Most of all I’m really wondering If you have 3 weight classes will you ppl need to do 3 full armors???
And they’ll all be inflexible due to runes as weapons are through sigils? Well GG. In the end this is only about a legendary skin and maybe adding or subracting a bit of toughness or vitality in power builds.
And ppl are really questioning here why do this only for the rewards, if it’s not FUN…
Cause if it’s only for the rewards ppl will leave after recieving their pre’s as they have no more reason to do raids.
If this is so Why are we having ppl spend so much time on this???
I -specifically- do not mean players, but devs.
(edited by PaxTheGreatOne.9472)
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